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UI update, weekend improvements

This has been a little while coming, but Forgotten Ball is finally getting the UI overhaul as part of the last things to tidy before completion.

I’m not exactly one for taking the most attractive screenshots, but I try. Really, I like to share honest shots. This image shows a few things, firstly the game UI no longer looks horrible (remember this). Also, the UI is kinda neat, the little ball to the right moves up and down dependant on whether Ball is floating or not.

UI Mobile Touch controls

The other thing to address is the that the two circles on the right (solid) are pixelated currently due to poor scaling on my part. This is to be fixed.

The in game menu is the next thing on my list, which will house lovely names from you all, show off your unlocked skins, and then that is the UI finished. Currently the in game menu UI is as follows:

UI menu

Top left, that bar blob is the menu button, click/touch/press C and it will pause or un pause game.
Second down is the button to see all of the Skins unlocked, by default they will fill the right side of the window.
3rd is the save icon, I made that one up – better than a floppy disc icon, but probably not final.
4th button to be added is the options.

I should ask, do the button icons make sense? That button that looks a little like the DeathStar, and also Pacman is the button to pause the game – one press and the user will know – but still worthy a discussion. The Save icon – uses a downwards arrow – may not be obvious, but It falls under the one press knowledge gained usage.

The Desktop UI doesn’t have any of the touch screen buttons, but has the same menu UI. Only UI needed is just this one (once the floating ability is unlocked):

Desktop UI

Makes it easier to know when you’re in air.

Lots more to update you on, soon! The game is now more grey, probably the most important one. I also realised that I haven’t been posting on my development blog anymore – hopefully you all don’t mind, but I plan to double post everything on both Kickstarter and blog from here on – which means there could be more updates, possibly 2 a month – hopefully this won’t be too much of a problem.